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DiGRA
The paper is a digital ethnography of how players from different cultural backgrounds communicate and collaborate in titles including Apex Legends and Valorant. It covers MOBA, FPS and Battle Royale games.
This paper is a digital ethnography examining how players from different cultural backgrounds communicate and collaborate in multiplayer competitive games, including Apex Legends, Valorant, and other MOBA, FPS, and Battle Royale titles. Its central argument is that cross-cultural interaction in these spaces is shaped by the interplay of game design, multimodal communication tools such as pings, emotes, and voice chat, and localization practices, and that static, nation-based cultural frameworks are insufficient to capture how players dynamically enact cooperative or competitive orientations.
The study combines three methods: longitudinal digital ethnography tracking player communication over a six-month period, random teammate matching to observe unscripted cross-cultural collaboration, and multimodal interaction analysis of visual, auditory, and textual channels. It draws on theoretical frameworks including Kress and van Leeuwen's multimodal theory, Hofstede's cultural dimensions, Hall's high- and low-context communication model, and Hong et al.'s dynamic constructivist theory of culture. The findings reported are preliminary. Players from collectivist backgrounds were observed relying more on implicit tools such as emotes and pings to maintain team cohesion, while players from individualist backgrounds favored explicit verbal coordination, though some players minimized communication altogether in favor of individual performance.
The author argues that game design features such as team-based objectives and predefined roles mediate these behaviors, and that localization can both enhance accessibility and inadvertently reinforce stereotypes. The paper recommends adaptive multimodal tools, such as customizable pings and culturally neutral emotes, along with more authentic localization. It further calls for moving beyond essentialist models toward practice-based frameworks, such as Gee's affinity spaces and Dovey and Kennedy's game cultures, in future cross-cultural game research.
DiGRA · 2026